Persephone "Sepha" (Sepha (DND))

TrialOfTheBirds

Info


Created
2 years, 9 months ago
Creator
TrialOfTheBirds
Favorites
0

Profile


You Will Be Found (Cover by Malinda Kathleen Reese)

Dear Evan Hansen
Persephone Summerblaze
At the crossroads of seasons.


Alias
Sepha
Race
Half-Elf (Sun)
Gender
Female (she/her)
Age
27
Height
5'1''
Alignment
Neutral
Occupation
Works for the Crimson Crescent
Class
Cleric/Ranger


let the sun come streaming in
cause you'll reach up and rise again
lift your head up and look around
you will be found
Personality


"Home is be wherever I am."

Sepha is a rather layered individual. On the surface, she appears rather quiet and reserved. Right under the surface is a rather abrasive person who tries to push people away. At the core of everything, Sepha suffers from fear of abandonment. She pushes people away who might try to get close, although she will be extremely clingy to anyone who may break through her walls.



Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma


  • Her eyes, while being primary blue, are tinted with yellow and orange, making them look like a sunset.
  • Her magic manifests in a warm orange color, similar to her hair, or autumn leaves.
  • While she often pushes people away, she has a big soft spot for animals and children.
  • She thinks very highly of her deity, Mielikki. She will often pray to her when she is in a bad headspace, just to feel closer to her.
Inventory


Crossbow, Light

A fairly average crossbow. Sepha's favored weapon.

Mace

A wooden mace. Sepha doesn't use it often, but when she does, she often uses it in tandem with the spell Shillelagh.

Shield

A wooden shield. Sepha keeps it on her person, but rarely ever uses it.

Backpack


  • Holy Symbol of Mielikki
  • Mess Kit
  • Rations (1 Day) x10
  • 50 feet of Rope
  • Torch x10
  • Waterskin
Spells


Guidance Cantrip (Buff • V.S)

Casting Time
1 Action
Range
Touch
Duration
Concentration, up to 1 minute
Damage/Effect
1d4 to ability check

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

Prestidigitation Cantrip (Utility • V.S)

Casting Time
1 Action
Range
10 ft
Duration
1 Hour
Damage/Effect
Various

This spell is a minor magical trick that novice spellcasters use for practice.

Sacred Flame Cantrip (Damage • V.S)

Casting Time
1 Action
Range
60 ft
Duration
Instantaneous
Damage/Effect
1d8 Radiant Damage

Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.

Shillelagh Cantrip (Damage/Buff • V.S.M)

Casting Time
1 Bonus Action
Range
Touch
Duration
1 Minute
Damage/Effect
Buff

The wood of a club or quarterstaff you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. The weapon also becomes magical, if it isn't already. The spell ends if you cast it again or if you let go of the weapon.

Spare The Dying Cantrip (Healing • V.S)

Casting Time
1 Action
Range
Touch
Duration
Instantaneous
Damage/Effect
Stabilization

You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.

Animal Friendship 1st Level (Control/Social • V.S.M)

Casting Time
1 Action
Range
30 ft
Duration
24 Hours
Damage/Effect
Charmed

This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target, the spell ends.

Speak With Animals 1st Level (Communication/Social • V.S)

Casting Time
1 Action
Range
Self
Duration
10 Minutes
Damage/Effect
Comprehend Beasts

You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the GM's discretion.

Background


Goldenfields

Sepha was born to a human woman, a cleric of Chauntea. Her father was never present in her life during her early years, and her mother was dedicated to her religious practice. Residing in Goldenfields, Sepha was practically raised in the priesthood of Chauntea. Half-elves were not very common in Goldenfields, so she often stood out among others who resided there. Nobody was necessarily judgemental or prejudiced, but she often felt like she stood out like a sore thumb. She received training to become a cleric of Chauntea, just as her mother was. However, she felt dissatisfied with this life. The walls of Goldenfields always felt like a prison in some strange way. Around the time she was going to turn 18, she decided she had enough. She snuck out in the night on the evening before her birthday. She made some excuse to the guards stationed there, saying she would be back. But she never returned.

The High Forest

Sepha was rather unfamiliar with the open road. She was clearly lost, especially when she found herself wandering into the High Forest. But she was fortunate to run into a friendly face: a young amethyst dragonborn by the name of Elysia. Elysia was a ranger, and seemed much more experienced with wilderness travel than Sepha. The two became friends, and stuck together, neither of them really had anywhere to go back to at this point.

During their travels, Sepha and Elysia discovered the Village of Drifting Star, which became a bit of a hub for them. In this Village, they met a sun elf by the name of Floren Summerblaze. He was charming on the surface, but seemed to be hiding something. The two ran into him every once in a while, and they couldn’t help but wonder why he just showed up sometimes. Eventually, Floren managed to get Sepha alone, and revealed to her that he was her father. Sepha had no idea how he had figured it out, since she wasn’t even sure if she had ever met him prior to this. The two ended up getting into a heated argument, which resulted in Sepha running away and leaving Elysia behind.

At this point, Sepha had enough wilderness survival skills to be able to survive on her own, but she often felt lost spiritually. She wasn’t sure who she was supposed to be. What was she but unwanted? Nobody wanted her, so she didn’t need anyone else. Sometimes Sepha wondered if she should just go back home, but she didn’t know what waited for her there. And part of her liked the life of wandering through the wilderness, even if it was lonely without anyone to join her. It was at this point where she had a dream while camped out near Unicorn Run.

In her dream, Sepha sat on the edge of Unicorn Run, watching the water run by. It was then that she heard a voice. “You seem lost.” She turned, and saw a unicorn looking at her with bright blue eyes. Sepha didn’t know if unicorns could talk, but this seemed a little odd. She was unaware she was dreaming at this point, and she had heard that unicorns sometimes passed by the area. It was called Unicorn Run, after all. She tilted her head, unsure what to say. After a long moment, she reached out her hand. The unicorn pressed it’s muzzle against her palm. After that, she woke up in a cold sweat. A name rang through her head: Mielikki. She wasn’t entirely familiar with the goddess, but she had heard a few things about her during her travels through the High Forest. Shortly after this, Sepha discovered that she had access to some of the divine magic that she had been training to use during her cleric training in Goldenfields. She seemingly lost her touch with it after she defected, but this magic seemed different, somehow. Filled with a new sense of purpose, she set off again.

Misstel

After her revelation, Sepha spent a little more time in the areas surrounding the High Forest. She would stay in small villages to stock up on supplies, before going into the forest for weeks or sometimes even months at a time. She didn’t work for any organized temple or organization, despite being a cleric, she usually just did her own thing, sometimes she would work with others going on missions in the High Forest due to both her healing abilities and her expertise in navigating the area. At one point, she traveled a little further off from the area that she was familiar with, and caught wind of a guild called the Crimson Crescent. She decided to apply to become a member, Misstel was quite far off from the general area she had resided most of her life, but it wasn’t too different from what she was currently doing, taking odd jobs and such.

Sepha continued to take jobs at the Crescent, and while she never truly felt comfortable in the city of Misstel, she allowed herself room to grow. It was here that her most valuable friend and ally came into her life: a unicorn by the name of Forget-Me-Not. Forget appeared in Sepha's room one day, gently chewing on Sepha's bedsheets, and ever since then, the two have been completely inseparable. She found friends within some likely and unlikely suspects at the Crescent as well. As she continued on her journey, she would find that her life would have a greater purpose.

Aesthetic


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